The first set of wargame rules I ever used were what became Charles Grant's Battle. These are a simple set of World War Two rules designed for 1/72 Airfix figures and vehicles, with the odd Roco Minitanks vehicle thrown in. Exactitude in scale not being such a big thing back then. After all Airfix Infantry might be 1/76 or 1/72 so we just lived with slight differences. The rules were simplistic, if you hit a figure it was taken out of the game. No pins or suppression just a straight KIA or equivalent. Same for tanks you either 'brewed it up' of you didn't. This had the advantage of making the rules fast to play but also gave an advantage to having numbers on your side as games could be won by attritional tactics! Games generally used a couple of vehicles and a section or so of infantry a side.
Having dusted off my WW2 stuff recently, for the 'Army Parade' post, I fancy having a game and wondered what rules people favoured for this scale of encounter. What I would like is a smaller game than Fistful of Tows with a 1:1 model to man/vehicle ratio. Fairly simple mechanics would be nice. Infantry based as fire teams/sections and where reasonably accurate World War Two tactics are required. So for example infantry combat results would be: pinned (can't move but can shoot), suppressed (can't move or shoot), and then neutralised (removed from play) by close assault. Artillery is generally offboard and vehicles can suffer mobility hits or weapon hits or neutralised rather than being destroyed as an only result. I can live without turret rotation rules or at worst very simple ones. Oh and cheap is also good, I like cheap. Suggestions very much appreciated along with some information on how they meet my wish list.
Of course I would have to finish painting these first!
These are almost done, but I have some still in bare metal as well! |
Failing anything floating my boat I suppose I could attempt to adapt Battle. Change the hit dice to give more scope for a range of results and add some morale rules.